Open Setup Certification Group
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If JDodge could be drawn into this this would be the perfect role for him.PokerFace wrote:You guys should have a member of your group willing to be devils advocate. basically its their job to break, abuse, or find flaws on purpose as much as possible in any setup so that these ideas are found and stopped before a setup is run.
or what shaft.ed said.scumchat never die- Korts
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As a starting point I suggest we review the following setups:
Two of Four (a7/b7/a9/b9?)
Vengeful (does it need a review at all?)
Crush
Friends and Enemies (and Enemies (and That Other Guy))
Carbon-14
Variations on C9?
These are all based on fairly simple concepts. I'll post my thoughts on each setup/variations when I get home or tomorrow.
Eventually we should probably review all the open setups that have been played, starting with the list in mith's post 43 and Adel's 76-77.scumchat never die- Korts
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I could stay up late Wednesday, depending on what time approximately you intend to be up. I can be until 2-3 AM GMT+1 (8-9 PM East Coast Time, 5-6 PM West Coast Time I think) tops.Lord Gurgi wrote:
I'm fine with either, you guys? Korts is also a consideration, timezone being an element.Adel wrote:
Tuesday or Wednesday.Lord Gurgi wrote: Would it be wise or feasible for us to get together on AIM to discuss this?Last edited by Korts on Fri Mar 06, 2009 7:10 pm, edited 1 time in total.scumchat never die- Korts
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Running an Open Setup gives insight to balance and lets the New Mod gain experience in the technical aspects of modding--regular vote counts, prodding, replacement, night action resolution.shaft.ed wrote:If PM's and rulesets are going to be handed to the mods, I do not think that Open Games should be applicable for New Mod experience.
I support stock Role PMs with a seperate part for flavor, as well as a sample ruleset.
Borrowing Tarhalindur's format for Role PMs is a good idea.
I seem to recall something along the lines of post no relevant comments, wagon randomly, and the first person to get two or three votes is lynched because they more or less can't be king. This prevents the assassin from getting any clues regarding the king's identity while the town still can find the assassin.Yosarian2 wrote:
Really? How? Where?Adel wrote:Assassins in the Palace have been broken,
Post 8 by armlx from the link that Yos posted explains it nicely:
armlx wrote:Just so everyone knows how this works:
No discussion is optimal. Discussion strongly favors the uninformed group in a game, in this case the assassin.
If someone votes the king, do not vote that player automatically in response. Doing so is the best way to lose the game.
If at any point someone has more then 1 vote, they are to be policy lynched as they more or less can NOT be the king.
If no one has more then 1 vote, vote anyone you want, and I mean anyone. That includes the king.
Which C9? Cop, Doc, Mafia RB is the regular one, right?Xylthixlm wrote:Well... let's start by certifying some setups, and then we can work on role PMs if we run out of other things to do
I'm pretty sure we can safely certify C9 and vengeful without any major changes.scumchat never die- Korts
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I seemed to remember some people somewhere raising their concerns about Lovers. I'm not sure, but it was maybe SensFan. However since I couldn't find the post in question and I myself don't have any problem with the setup I don't really have anything to argue.Adel wrote:
you sound like you may have some reservations though... do you have any?Korts wrote:I don't really have any problems or questions with any of the unflagged setups.
like, are we skipping a step that you think is important?
do you want more time to think about it?
While I agree with the basis that each mod's ruleset should be their own, a sample ruleset should still be done even if purely as a reference of what are the important points and what may just be fluff. Also, I can easily see prospective mods being either too lazy or too... mentally hindered to make a proper ruleset.Ether wrote:I think ruleset control is even worse. The same ruleset doesn't work for every mod; one tends to evolve as the mod sees what works and what's superfluous/grates on the mod personally/doesn't get enough attention in standard rulesets. It's a more valuable learning experience than the PMs are. (Exceptions apply--like, 72-hour deadlines are an entirely different genre. I'd kinda like to see mafia daytalking become a regular variant in rulesets, but can understand the view that it's a role-based function and should be banned from opens unless otherwise specified.)
And yes, I'd like to see Ether in the group as well.
Lovers Mafia: generally speaking open 97's Role PMs are the closest to standard (the others are written flavorfully) with the addition of explicitly allowed day talk and without the "pre-Day 1 talking allowed" clause since day talk makes this unnecessary.
Also, the Vanilla PM in 97 says "nightchoices" which IMO should be changed to "actions" since I understand Lovers is nightless.
This is what my Lovers PMs would look like:
I haven't read the rulesets but I will later on. Gotta run now.scumchat never die- Korts
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Well if we're talking realistic and not just EV, you might as well also take into account that with 50+ players the sheer amount of information serves as much to confuse as it does to help. I doubt I would ever want to be in that endgame; hell, even in a mini the amount of information generated makes it hard work to get any truly useful and accurate deductions.Yosarian2 wrote:Lord Gurgi wrote:
I disagree. Increasing the size of the group allows for greater protection, culling of the weakest, bussing without crippling the group, etc. The tools of the mafia become more useful as they have more members to run through.Xylthixlm wrote:
It actually is linear in nightless. With nightkills, not so much.Lord Gurgi wrote:Am I alone in thinking that the relation between size and power of mafia groups is not linear?
I see 2:4 or even 2:5 as being much more balanced than 4:8 or 3:9.
So do the tools of the town, though. More days means more useful information; more scum means more interconnection; plus it's much harder for the scum to just "run the tables" and win without losing any members, and once one scum gets lynched town has a lot more info to go on.
I'd wager somewhere between 60 and 80 townies to balance a 10-man group of mafia, and that is just by feel.scumchat never die- Korts
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I like Xyl's idea of a variable number of players with a set date for end of sign-ups. And three consecutive town wins doesn't seem conclusive evidence that the setup is inherently in the town's favour.
I'd go with this over Xyl's version.mith wrote:I'd break that down differently:
6-8 players: 2 scum (2:4 to 2:6)
9-12 players: 3 scum (3:6 to 3:9)
13-16 players: 4 scum (4:9 to 4:12)scumchat never die- Korts
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I'm leaning towards certifying trendy/subversive, although I seem to remember there were two versions of it when Thesp originally posted it. I'm going to dig it up if necessary, but the two versions looked like this:
V1
1 of Cop/Nurse
1 of Doc/Deputy
V2
1 of Cop/Doc
1 of Nurse/Deputy
The latter is better for town because they have a power role guaranteed.
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V2 of trendy/subversive is better than V1 for another reason: there will never be a cop and a doc together, so the classic breaking strategy doesn't apply.
Regarding Bird C9 renaming, I suggest we turn to the Open Setup Discussion crowd. To me it doesn't particularly matter what the setup's name is, though.scumchat never die- Korts
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Masons and Monks: no opinion at this point.
Friends and Enemies and Enemies: in this form, I think it hurts mafia, because if the masons claim they can't counterclaim (3-man masonship vs. 2-man scumteams). This was the reason for the Friends and Enemies and Enemies and that Other Guy fix (2-man masonship plus backup mason).
Quack Multiball: definitely not. Way too many night actions, and quacks kill, don't they? Half the town would get massacred Night 1.
Twofold Mafia: no opinion at this point.scumchat never die- Korts
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I will put some work in tomorrow and say something about Masons and Monks and Twofold. I will also collect some setups to discuss from the old open setup discussion thread.
Meanwhile,vote to kill Quack Multiball; vote to kill 1:4
EDIT: Also, mith, could you update the OP? I've already done the formatting and everything, just add these to the list of certified setups:
Vanilla Nightless- * 6-8 players: 2 scum (2:4 to 2:6)
* 9-11 players: 3 scum (3:6 to 3:8)
* 12-16 players: 4 scum (4:8 to 4:12)
- * 2 Mafia Goons
* 3 Townies
* 1 Cop
* Doctor
Day Start
- * 2 Mafia A Goons
* 2 Mafia B Goons
* 9 Vanilla Townies
Day Start
Ivote to kill V2; vote to certify V1 and V3, which makes 3/6 votes for certification.
EDIT2: Lovers Mafia also has a wiki article, please update OP to reflect that.Last edited by Korts on Sun Apr 05, 2009 8:09 am, edited 1 time in total.scumchat never die- Korts
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Approved Setups(as of 09-April-11)
C9
One of four variations, randomly chosen:- * 1 Cop, 1 Doc, 2 Mafia, 3 Townies;
* 1 Cop, 2 Mafia, 4 Townies
* 1 Doc, 2 Mafia, 4 Townies
* 2 Mafia, 5 Townies
It consists of four variations, chosen at random- * 1 Mafia Goon, 1 Mafia Roleblocker, 1 Sane Cop, 1 Doctor, 5 Townies.
* 1 Mafia Goon, 1 Mafia Roleblocker, 7 Townies.
* 2 Mafia Goons, 1 Sane Cop, 6 Townies.
* 2 Mafia Goons, 1 Doctor, 6 Townies.
- * 1 Mafia Goon
* 1 Mafia Roleblocker (for balance reasons, the Roleblocker should also be able to nightkill even if the Goon is dead)
* 1 Sane Cop
* 1 Doctor
* 3 Townies
- * 1 Godfather
* 1 Mafia Goon
* 3 Vengeful townies
Nightless
- * 2 Mafia Lovers
* 4 Townies
Nightless
- * 3 Mafia
* 1 Doctor
* 1 Jailkeeper
* 8 Townies
- * 6-8 players: 2 scum (2:4 to 2:6)
* 9-11 players: 3 scum (3:6 to 3:8)
* 12-16 players: 4 scum (4:8 to 4:12)
- * 2 Mafia Goons
* 3 Townies
* 1 Cop
* Doctor
Day Start
- * 2 Mafia A Goons
* 2 Mafia B Goons
* 9 Vanilla Townies
Day Start
- * 6-8 players: 2 scum (2:4 to 2:6)
* 9-11 players: 3 scum (3:6 to 3:8)
* 12-16 players: 4 scum (4:8 to 4:12)
- * 2 Mafia Goons
* 3 Townies
* 1 Cop
* Doctor
Day Start
- * 2 Mafia A Goons
* 2 Mafia B Goons
* 9 Vanilla Townies
Day Start
- * 1 Mafia Goon
* 1 Mafia Roleblocker
* 1 Cop or Nurse
* 1 Doctor or Deputy Cop
* 3 Townies
- * 1 Mafia Goon
* 1 Mafia Roleblocker
* 1 Cop or Doctor
* 1 Deputy Cop or Nurse
* 3 Townies
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I'm looking through the old open setup discussion thread for setups worth review; a setup that springs to mind as something that should be explored is Crush.
Crush- * 1 Mafia Godfather (vengeful-style)
* 1 Mafia Goon
* 1 Lyncher (informed of their target)
* 4 Townies (one of whom is unknowingly the lyncher's target)
Day Start
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While I'm considering Friends and Enemies;
ortolan wrote:Anyhow I'm gonna post, if it's a repeat then sue me:
I have an idea for a setup spurred by discussion of lovers which is so simple/obvious I'm sure it's been used/discussed extensively before but I'm unsure how to search for previous setups. Anyhow, in case it hasn't:
True Love
Nightless
8 Players- 2 Mafia, 6 Townies
4 lover pairs.
It is known the configuration of lovers is:
1 townie-1 townie
1 townie-1 townie
1 townie-1 scum
1 townie-1 scum
Everyone is aware of who is paired with whom. Daytalking is allowed between both lovers and scum.
This has exactly 50% odds of being won by either town or scum. Sounds awesome to me.nominate True Love for certificationscumchat never die- Korts
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Wheels: are the percentages independent?
Alternating: I actually would like to test this one in action, and it's not really that harsh on town, barring the fact that the cop as even has to survive until N2 to get an investigation in. I think if the cop was odd and the doc was even it'd be much more reasonable.
Jungle Republic is a bit confusing on first glance. I'll give it more thought later.Last edited by Korts on Fri Apr 24, 2009 10:02 am, edited 2 times in total.scumchat never die- Korts
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Alternating 9P then. What are the actual problems with it? It gives town at least one investigation and one protection, without the cop-doc breakage, and I wouldn't consider town weak in this setup, either.Max wrote:I dislike alternating C9, and it isn't C9, it has no uncertainty about the set-up
Jungle Rep seems okay, I'dcertify.
I'd ratherkill wheelsbecause the bus driver resolution may be confusing for the first time mods who are in the open queue.
Regarding Friends and Enemies, we should consider the variations.scumchat never die- Korts
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bump for relevance, since these are relevant questions and were only answered by Ether and mith.Adel wrote:I want consensus answers to the following questions:
1. Are we depending upon EV based analysis? Does EV trump experience and intuition?
2. What is the target range of acceptable win percentages for 1 scum faction vs town?
1. EV should be secondary IMO. Experience and intuition trump EV.
2. anywhere between 35 and 65 percent is acceptable, but I prefer if EV-wise town is below fifty percent, since in practice towns tend to do better.
bump for relevance also.Korts wrote:Regarding Friends and Enemies, we should consider the variations.Last edited by Korts on Thu Jun 11, 2009 11:04 am, edited 1 time in total.scumchat never die- Korts
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Approved Setups(as of 09-June-11)
C9
One of four variations, randomly chosen:- * 1 Cop, 1 Doc, 2 Mafia, 3 Townies;
* 1 Cop, 2 Mafia, 4 Townies
* 1 Doc, 2 Mafia, 4 Townies
* 2 Mafia, 5 Townies
It consists of four variations, chosen at random- * 1 Mafia Goon, 1 Mafia Roleblocker, 1 Sane Cop, 1 Doctor, 5 Townies.
* 1 Mafia Goon, 1 Mafia Roleblocker, 7 Townies.
* 2 Mafia Goons, 1 Sane Cop, 6 Townies.
* 2 Mafia Goons, 1 Doctor, 6 Townies.
- * 1 Mafia Goon
* 1 Mafia Roleblocker (for balance reasons, the Roleblocker should also be able to nightkill even if the Goon is dead)
* 1 Sane Cop
* 1 Doctor
* 3 Townies
- * 1 Godfather
* 1 Mafia Goon
* 3 Vengeful townies
Nightless
- * 2 Mafia Lovers
* 4 Townies
Nightless
- * 3 Mafia
* 1 Doctor
* 1 Jailkeeper
* 8 Townies
- * 6-8 players: 2 scum (2:4 to 2:6)
* 9-11 players: 3 scum (3:6 to 3:8)
* 12-16 players: 4 scum (4:8 to 4:12)
- * 2 Mafia Goons
* 3 Townies
* 1 Cop
* Doctor
Day Start
- * 2 Mafia A Goons
* 2 Mafia B Goons
* 9 Vanilla Townies
Day Start
- * 1 Mafia Goon
* 1 Mafia Roleblocker
* 1 Cop or Nurse
* 1 Doctor or Deputy Cop
* 3 Townies
Day Start
- * 1 Mafia Goon
* 1 Mafia Roleblocker
* 1 Cop or Doctor
* 1 Deputy Cop or Nurse
* 3 Townies
Day Start
- * 2 Mafia Goons
* 1 Even Night Cop
* 1 Odd Night Doctor
* 5 Townies
Day Start
- * 1 Seer
* 3 Mafia (no NK)
* 2 Werewolves (has an NK)
* 6 Townies
Day Start
- *2 Mafia
*2 Masons
*7 Townies
Day Start
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Actually, have we discussed either of these?shaft.ed wrote:Masons and Monks: 2 non-A masons and 2 non-B masons
Twofold Mafia: 1 Doc, 1 A-Cop, 1 B-Cop
Masons and Monks needs deeper analysis, but i think twofold will definitely go through, we just have to decide on an appropriate ratio.scumchat never die- Korts
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From the past 10 pages of the Open Setup Discussion thread, these setups were nominated and seconded (big kudos to BridgesAndBalloons for combing through the thread):
I think this is a pretty good fix for the cop/doc pair's game breaking aspect. I think this game is balanced, and I don't see any breaking strategies--cop could claim as if the cop and doc had full abilities, but the cop will only get one result in. And the name is accurate, too, unusually for "C9" variations.
I vote to certify 1-shot C9
This is a very interesting concept; basically a 2:10 mountainous with the town controlling the mafia kill. the vig also serves as a pseudo-investigative role, since if it hits mafia, the kill won't go through. It may be a bit harsh on scum, though, since the most pro-town players will always be kept alive as long as the vig is not dead.scumchat never die- Korts
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tentativeEther wrote:SCIENCE(7 players)
1 mafia goon
1 mafia encryptor
vs.
3 vanilla townies
2 daymasons
Day Start
Encryptor's survival permits mafia daytalking. (Of course, it doesn't matter which of them has that role.)certify
Ether wrote:Watcher Multiball(18 players)
2 mafia goons
1 mafia watcher
vs.
2 werewolves
1 werewolf watcher
vs.
1 weak seer (dies if it targets a werewolf)
1 odd-night vigilante
1 even-night vigilante
9 vanilla townies
Day start. Scum are crosskill-immune, which is of course the only reason their kill might fail. Endgame priority for werewolves. (This extends to prisoner's dilemma--it activates as soon as it is impossible for the town to win, if there are an equal number of mafia and werewolves. I'm not wild about the weak seer; I wouldn't mind taking it out but giving werewolves priority anyway.)
Of the two above setups, I prefer Scigatt's, and the concept is pretty much the same.Scigatt's asymmetrical version thing(16 players)
1 mafia watcher
2 mafia goons
vs.
3 werewolves
vs.
1 seer
1 odd-night vigilante
1 even-night vigilante
7 vanilla townies
Werewolves are crosskill-immune.
Regarding SCIENCE: we discussed this with Ether over AIM, and while I think it's balanced, I'd like to see it in practice before I can conclusively say this or that; we should seriously do that marathon-style continuous run of open setups waiting to be certified that was mentioned ITT before. And if we do, it should have a proper queue structure and not just like marathon games. Perhaps even a seperate forum for them, since marathon games are freemarket, and these will require a proper queue structure.scumchat never die- Korts
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Korts wrote:
bump for relevance also.Korts wrote:Regarding Friends and Enemies, we should consider the variations.Korts wrote:
Actually, have we discussed either of these?shaft.ed wrote:Masons and Monks: 2 non-A masons and 2 non-B masons
Twofold Mafia: 1 Doc, 1 A-Cop, 1 B-Cop
Masons and Monks needs deeper analysis, but i think twofold will definitely go through, we just have to decide on an appropriate ratio.Korts wrote:From the past 10 pages of the Open Setup Discussion thread, these setups were nominated and seconded (big kudos to BridgesAndBalloons for combing through the thread):
I think this is a pretty good fix for the cop/doc pair's game breaking aspect. I think this game is balanced, and I don't see any breaking strategies--cop could claim as if the cop and doc had full abilities, but the cop will only get one result in. And the name is accurate, too, unusually for "C9" variations.
I vote to certify 1-shot C9
This is a very interesting concept; basically a 2:10 mountainous with the town controlling the mafia kill. the vig also serves as a pseudo-investigative role, since if it hits mafia, the kill won't go through. It may be a bit harsh on scum, though, since the most pro-town players will always be kept alive as long as the vig is not dead.Korts wrote:
tentativeEther wrote:SCIENCE(7 players)
1 mafia goon
1 mafia encryptor
vs.
3 vanilla townies
2 daymasons
Day Start
Encryptor's survival permits mafia daytalking. (Of course, it doesn't matter which of them has that role.)certify
Ether wrote:Watcher Multiball(18 players)
2 mafia goons
1 mafia watcher
vs.
2 werewolves
1 werewolf watcher
vs.
1 weak seer (dies if it targets a werewolf)
1 odd-night vigilante
1 even-night vigilante
9 vanilla townies
Day start. Scum are crosskill-immune, which is of course the only reason their kill might fail. Endgame priority for werewolves. (This extends to prisoner's dilemma--it activates as soon as it is impossible for the town to win, if there are an equal number of mafia and werewolves. I'm not wild about the weak seer; I wouldn't mind taking it out but giving werewolves priority anyway.)
Of the two above setups, I prefer Scigatt's, and the concept is pretty much the same.Scigatt's asymmetrical version thing(16 players)
1 mafia watcher
2 mafia goons
vs.
3 werewolves
vs.
1 seer
1 odd-night vigilante
1 even-night vigilante
7 vanilla townies
Werewolves are crosskill-immune.
Regarding SCIENCE: we discussed this with Ether over AIM, and while I think it's balanced, I'd like to see it in practice before I can conclusively say this or that; we should seriously do that marathon-style continuous run of open setups waiting to be certified that was mentioned ITT before. And if we do, it should have a proper queue structure and not just like marathon games. Perhaps even a seperate forum for them, since marathon games are freemarket, and these will require a proper queue structure.scumchat never die- Korts
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Korts Luddite
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Korts Luddite
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bump for open queue related argument:
http://www.mafiascum.net/forum/viewtopi ... 10#1767010 and onto the next page
Can we all agree that splitting open game modding requirements into two seperate categories is silly and unnecessary when considering the purpose?scumchat never dieCopyright © MafiaScum. All rights reserved.
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